Dwarf Wizard

Erip's page

18 posts. Alias of Human.


Full Name

Erip

Race

Dwarf

Classes/Levels

Necromancer 1 | HP: Dead/6 | AC: 8/8/8 | Saves: +1 Fort, -2 Ref, +1 Will | Initiative: -1 | Perception: -1 | Action Points: 5/5 | Grave touch 7/7

Gender

Genderfluid

Size

Medium

Age

68 years

Alignment

N

Deity

Wee Jas

Location

Diamond Lake, Allustan's House

Languages

Common, Draconic, Dwarven, Giant, Terran, Undercommon

Occupation

Apprentice wizard

Strength 7
Dexterity 7
Constitution 9
Intelligence 18
Wisdom 9
Charisma 16

About Erip

Init -1 (-2 Dex, +1 trait); Perception -1; Alertness, darkvision 60 ft., empathic link, stonecunning

Defensive Abilities
AC 8 (-2 Dex), flat-footed 8, touch 8
Max hp 6 (1d6)
Fort +1 (-1 Con, +2 familiar), Ref -2 (-2 Dex), Will +1 (-1 Wis, +2 base)
Conditional modifiers: +4 dodge AC vs. giants, +2 saves vs poison, spells, spell-like abilities

Offensive Abilities
Speed 20 ft.
Melee heavy pick -2 (1d6-2/x4), touch -2
Ranged club -2 (1d6-2, 10 ft.), rays -2
BAB +0; CMB -2; CMD 6 (10 vs. bull rush or trip when on solid ground)

Statistics (not really)
Skills
Bluff +4 (+3 Cha, +1 rank)
Disable Device +3 (-2 Dex, +1 rank, +3 class, +1 trait)
Knowledge (arcana) +8 (+4 Int, +1 rank, +3 class)
Knowledge (local) +8 (+4 Int, +1 rank, +3 class)
Spellcraft +8 (+4 Int, +1 rank, +3 class)
Use Magic Device +4 (+3 Cha, +1 rank)
Conditional modifiers: +2 on Appraise evaluating nonmagical gems/precious metals, +2 on Perception noticing unusual stonework, +2 on Survival tracking giants, +2 Perception and +2 Sense Motive when Lonsoc within arm's reach

Feats
Traits Allustan's Apprentice, Vagabond Child (APG) (Disable Device)
Favored class (wizard): +1 hp
Action Points: 5

Command Undead
Scribe Scroll
Spell Focus (necromancy)

Special abilities
Arcane bond (rat)
Darkvision
Defensive training
Empathic link
Giant hunter (ARG)
Grave touch 7/day
Greed
Hardy
Power over undead (DC 13) 7/day
Share spells
Stability
Stonecunning

Wizard spells
Spells Prepared (CL 1st, concentration +5)

  • 0-level: detect magic, disrupt undead, light, resistance (DC 14)
  • 1st-level: grease (DC 15), protection from evil (DC 15), ray of enfeeblement (DC 16)
Specialization necromancy Opposition enchantment and illusion
Spellbook
  • 0-level (3+1/day): acid splash, arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
  • 1st-level (1+1+1/day): cause fear, chill touch, grease, magic missile, protection from evil, ray of enfeeblement, shield

Equipment
2d6x10gp=50 gp
50 gp-40.2 gp=9 gp, 8 sp
Backpack (2 gp, 2 lbs)
Bedroll (1 sp, 5 lbs)
Club (-, 3 lbs)
Heavy pick (8 gp, 6 lbs)
Inkpen (1 sp, -)
1-oz vial of ink (8 gp, -)
5 sheets of paper (4spe, -)
50 feet silk rope (10 gp, 5 lbs)
Spell component pouch (5 gp, 2 lbs)
Scholar's outfit (-, -)
23 lbs total
Carrying Capacity: light < 23 lbs < medium < 46 lbs < heavy < 70 lbs < lift off ground < 140 lbs < push/drag < 350 lbs

Lonsoc's equipment
Lead-covered spellbook (5 gp, 3 lbs)
3 lbs total
Carrying Capacity: light < 4.5 lbs < medium < 9.75 lbs < heavy < 15 lbs < lift off ground < 30 lbs < push/drag < 75 lbs

Lonsoc
N Tiny magical beast (augmented animal)
Init +2; Senses empathic link, low-light vision, scent; Perception +1
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8)
Fort +2 (+2 Con), Ref +4 (+2 Dex, +2 base), Will +3 (+1 Wis, +2 base)
Defensive abilities improved evasion
Offense
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Bluff -3, Climb +10, Disable Device +3, Knowledge (arcana) -1, Knowledge (local) -1, Spellcraft -1, Stealth +18, Swim +10, Use Magic Device -3; Racial Modifiers +4 Stealth
Additional Abilities Share spells

Background
Erip was born in the dwarven stronghold of Greysmere, to parents Ronilda and Trevyk of the warrior clan. She grew and learned very quickly in the beginning, and accomplished herself with the throwing club. In her free time, with other children from different clans, she studied politics and spell-smithing, and learned how to break into forges left cold at night to practice banging hammers on metal. This last extracurricular caused some minor trouble between her parents and the clan chiefs (dwarves are generally confined to their birth clan, unless they leave their stronghold), and ultimately Erip was made to promise not to do it again. Though at first she continued the theoretical aspects of those interests, she eventually grew bored, and focused on her declining combat skills.

Though he had been hearty and agile as a child, Erip had not grown like the rest of his age group, and remained head and shoulders below most of the warriors. His club swung slower, his blows were off-kilter and hardly more than taps, and he could not stay in the ring as long. Neither Erip nor his parents could secure an apprenticeship. When a visiting envoy from a distant stronghold arrived, Erip begged her to allow him to join that stronghold. The envoy, named Yanna, agreed - on the condition that Erip beat one of her retinue in the training ring.

Erip knew this was a joke, since there was no way someone so weak could defeat a fully grown warrior, but she agreed. A few days later, after a visit to the market, she showed up in her ill-fitting leather armor, carrying her three clubs. Yanna's champion wore heavy chain and spiked gauntlets, but discarded his axe when he saw how small she was. When the two faced off, he rushed her, pummelling with clanking fists, and she was soon reeling from blood loss. As the champion ran at her again, though, she threw a heavy leather bag, and a pale viscous fluid glued his boots to the floor, dropping him to his knees. She threw two clubs, and one glanced off the champion's crown, but he managed to grab both before she could retrieve them. She advanced with the remaining club, dodging his swipes, and tried to dislocate the other dwarf's shoulder. Yet the warrior was faster, and tougher, and after her first blow he caught Erip in the temple with a crack that resounded across the training area like the shot of a log being split. It took hours to pry him off the floor, and then a few more hours before Yanna delivered her judgement to the infirmary: No, Erip would not be worth the training, whatever clan she chose. Though the tanglefoot bag was an unusual gambit, Yanna's stronghold could not reward failure.

When she was well enough to walk, Erip got into a shouting match with her parents. The system was terrible, she said, and this failure (and her failure to succeed within the clan) wasn't because she had trained less hard. She was just weak, and it was useless for her to stay. She threw a change of clothes into her pack and grabbed one of her clubs, then, still shouting, ran out of warrior quarter. Down at the docks, she snuck aboard an empty barge on its way to Diamond Lake and hid in a barrel, where she was not found for more than a day. By that time, the crew was already halfway to Diamond Lake. None of them had any interest in doubling back, so they (perhaps negligently) let her stay aboard. (Letting her off in the Mistmarshes, of course, would have been some kihd of murder.)

At the confluence of the [[insert name]] and the [[Ery?]], the barge stopped for a night on a small island. It was a common meeting point among the Rhenee, and another boat - a small skiff carrying several sacks of silver dust, a wizard, and some terrible whiskey - had also moored there. The two boats built a bonfire and swapped tall tales and news as they ate. Erip, who had never learned about human spellcasting traditions, sat next to the wizard and asked him a few questions. The wizard, whose name was Allustan, had recently graduated from the [[academy of magic]] in Greyhawk, and loved talking about his work there; however, he was more recently investigating ruins in the Cairn Hills, and the magic of the cultures that created them. According to Allustan, an ancient precursor to the [[dwarven empire. shield lands?]] had once bordered the Mistmarches, and had traded with at least one of the Cairn Builder civilizations. Smiling, he said that he'd been traveling to Greysmere to hire a translator for dwarven runes, but that Erip might actually be better than anyone he could hire. She warned him that she couldn't carry his gear or fight for him, but he said he had spells for that.

For the next fifteen years, Allustan and Erip thoroughly explored the Cairn Hills. They met with tribespeople draped in animal pelts, ex-adventurers covered with emotional and physical scars, and merchants who'd traded in relics and magic. They explored Flan barrows and Cairn Builder tombs, and defeated marsh wraiths and barbarians and a huge stinking snapping turtle. Most of their time, of course, was spent compiling and cross-referencing information, or selling artifacts and buying ink, but to Erip that made the perfect mix of adrenaline and contemplation.

Allustan taught the basics first. Erip went through more than a dozen little marsh glowbugs before he mastered a light spell, and spent hours reciting the incantation for the protection cantrip.

---incomplete---
In Diamond Lake, on a cold and sunny morning, Erip met his first humans. To them, he looked like a plump child, and a few of them gave him bits of food. He was still begging on a corner days later when Allustan happened by. He needed someone to translate a Dwarven text dealing with some economic/political matters, and having heard of no relation between her and the Greysmere dwarves, she seemed the best option. When she sat up at the desk, he was startled by her understanding of the issue and her speed in translation - eventually he just stopped writing, and gave her the quill. He offered her work as his librarian, in exchange for room and board and some lessons in his areas of expertise (magic theory, mostly). It was an apprenticeship, and, finally, a lucky break.

Over the next thirty years, Allustan gradually relinquished the secrets of basic casting, and Erip gradually discovered what parts of wizardry he was keeping from him. Her interest was especially piqued by some of Allustan's personal research into the various tombs around Diamond Lake, and by several forbidden tomes about necromancy she borrowed from a safe in the basement. Her magical studies were recorded in tiny, pinched handwriting in her personal book of spells, which she covered with a sheet of lead. ---incomplete---

Description
Erip stands three feet, nine inches tall and weighs a hundred and thirty-five pounds - small for a hill dwarf. She keeps her yellow hair and beard trimmed to about shoulder length, usually letting them hang down but (when feeling masculine) sometimes tightly braiding them. Though very clumsy and weak, especially with a weapon in hand, she is good with artistic pursuits and work that requires fine detail.
Unlike many of her kin, Erip is not especially interested in amassing wealth or following a code of honor. She forms friendships quickly, but sometimes her stories (explaining a missed appointment or a delay in copying a text) seem a little implausible. She especially dislikes criticism, and refuses to accept responsibility for lapses in judgement. That said, she doesn't hold grudges like most dwarves, and doesn't withhold aid from companions over such accusations.